MudEngine:

- Rooms can now be linked automatically via the new Zone.LinkRooms method. Room linking can no longer be done manually as the Doorways property is now read-only.
 - Door.Description has been removed. Doorway description will need to be included in Room.Description or Room.DetailedDescription properties.
 - Added DetailedDescription to make creating multi-line descriptions easier. Not supported by the Look command yet.
 - Game.IsRunning is now read-only. The Game will manage this property on its own.
 - BaseCharacter.ExecuteCommand now will always return a string. Simplifying the game loop for users as they no longer need to check what Type was returned by the command.
 - Doors now contain a DepartureRoom and a ArrivalRoom property allowing for easy access to Rooms that are linked together.
 - Fixed a bug where Game, Realms and Zones always assigned IsInitial to Realms, Zones and Rooms when added to the collections. Collection would contain multiple IsInitial objects.
 - Removed Room.InstalledDoorways property as that was used only by the old Designer
 - Removed Room.Load() as that implementation of it is obsolete.

MudGame:
 - Revised Zeroth to build it's Zone and Rooms using the new Zone.LinkRooms function.
 - Greatly revised Program.cs and the Game loop to take advantage of many of the automations provided by the Engine now.
This commit is contained in:
Scionwest_cp 2010-07-25 20:50:39 -07:00
parent 7e3cf1eb0c
commit e145d57682
11 changed files with 138 additions and 184 deletions

View file

@ -10,46 +10,19 @@ using System.IO;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.GameObjects.Items;
using MudEngine.GameManagement;
namespace MudEngine.GameObjects.Environment
{
[XmlInclude(typeof(Door))]
public class Room : BaseObject
{
[Category("Environment Information")]
[Description("Shows what rooms are currently created and linked to within this Room.")]
[ReadOnly(true)]
public string InstalledDoorways
{
get
{
string installed = "";
if (this.Doorways.Count != 0)
{
foreach (Door d in Doorways)
{
installed += d.TravelDirection.ToString() + ",";
}
if (Doorways.Count >= 2)
{
installed = installed.Substring(0, installed.Length - 1);
}
return installed;
}
else
return "None Installed.";
}
}
[Category("Environment Information")]
[Description("Allows for linking of Rooms together via Doorways")]
//[EditorAttribute(typeof(UIDoorwayEditor), typeof(UITypeEditor))]
[RefreshProperties(RefreshProperties.All)]
public List<Door> Doorways
{
get;
set;
}
public List<Door> Doorways { get; internal set; }
[ReadOnly(true)]
[Description("This is the Zone that the Room is currently assigned to.")]
@ -116,6 +89,11 @@ namespace MudEngine.GameObjects.Environment
IsSafe = false;
}
/// <summary>
/// Checks to see if a doorway in the travelDirection exists.
/// </summary>
/// <param name="travelDirection"></param>
/// <returns></returns>
public bool DoorwayExist(AvailableTravelDirections travelDirection)
{
foreach (Door door in Doorways)
@ -127,6 +105,11 @@ namespace MudEngine.GameObjects.Environment
return false;
}
/// <summary>
/// Gets reference to the Rooms door connected in the supplied travelDirection
/// </summary>
/// <param name="travelDirection"></param>
/// <returns></returns>
public Door GetDoor(AvailableTravelDirections travelDirection)
{
foreach (Door door in this.Doorways)
@ -136,63 +119,5 @@ namespace MudEngine.GameObjects.Environment
}
return null;
}
/// <summary>
/// Load a Room that exists within the same Zone as the current Room
/// </summary>
/// <param name="roomName"></param>
/// <returns></returns>
public override object Load(string roomName)
{
//Correct the filename incase it doesnt contain a file extension
if (!roomName.ToLower().EndsWith(this.GetType().Name.ToLower()))
roomName.Insert(roomName.Length, this.GetType().Name.ToLower());
//If the current room does not belong within a Realm, then load it from the
//Zones root directory
if (this.Realm != null || this.Realm != "No Realm Associated.")
{
return this.Load(roomName, this.Zone);
}
//This Zone is contained within a Realm so we have to load it from within the
//Realm and not from within the Zones root directory
else
return this.Load(roomName, this.Zone, this.Realm);
}
public object Load(string roomName, string zoneName)
{
string filename = "";
if (!roomName.ToLower().EndsWith(".room"))
roomName += ".room";
if (this.Realm != null && this.Realm != "No Realm Associated.")
{
return this.Load(roomName, zoneName, this.Realm);
}
else
filename = FileManager.GetDataPath(SaveDataTypes.Zones);
filename = Path.Combine(filename, zoneName);
filename = Path.Combine(filename, "Rooms");
filename = Path.Combine(filename, roomName);
return base.Load(filename);
}
public object Load(string roomName, string zoneName, string realmName)
{
if (!roomName.ToLower().EndsWith(".room"))
roomName += ".room";
string filename = FileManager.GetDataPath(realmName, zoneName);
filename = Path.Combine(filename, "Rooms");
filename = Path.Combine(filename, roomName);
if (realmName == null || realmName == "No Realm Associated.")
return this.Load(roomName, zoneName);
return base.Load(filename);
}
}
}